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Showing content with the highest reputation since 10/06/2025 in Posts

  1. 5 points
    Vurt's TSL Visual Resurgence at Star Wars Knights of the Old Republic 2 - Mods and community Please report bugs. * This is v0.5 which means this is not a finished mod, but finished enough to test and give feedback. * The mod contains 2900+ textures, recreated with my AI model, photos and a lot of photoshop. 4X the resolution (usually) of the original textures.
  2. 4 points
    Hey everyone! My Name is Lane. Some of you know me from Kotor Speedrunning, and others from my various Youtube exploits. I don't ever really post on Deadly Stream, but I've been lurking in and around the KotOR modding community for about a decade now. I have a degree in computer Science and decided to put it to good use, and reverse engineer KotOR 1 (the GoG version). This has been an on-going project for about 2-3 years now, and I've been sharing my progress with friends, and in some Youtube Videos. However, I've pretty much hit a wall with what I can do with this effort now. So I wanted to release my progress publicly, so other smart and clever people can start doing fun stuff with this. Linked below is a Google Drive with several useful things: A Ghidra SARIF export that contains all data types, function labels, parameters, Classes, and other additions I've made A Ghidra Format XML that contains the labels and function adjustments I've worked on. This is lighter weight than the SARIF file, but has more limitations when it comes to import fidelity. A generated `.h` file, that contains the Header information I have pieced together over time. Even lighter-weight, and more limited than the above What this is not: True Debug Symbols for kotor BioWare Intellectual Property A runnable or compilable program Kotor's Source Code A reverse engineering of Kotor 2 A reverse engineering of the Steam version * * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort. What this is: A decently representative result of what Kotor's debug symbols might look like (format and terminology pulled from the MacOS symbols, and existing NWN docs) A research-based labeling and reverse engineering of the GoG version of Kotor 1 A labor of love for the past several years that I'm happy to share Why this is cool/important: This provides a stepping off point for creating proper patches for KotOR 1 This also provides a means for researching underlying issues with things such as memory management, graphical limitations, and compatibility This also provides a researching angle for coming to understand some of the more mysterious file formats, and how they interact with the game itself There are also a variety of fundamental similarities between this and KotOR 2. Which may unlock some insights for that game This is also the first step towards a proper re-compilation (though that is a long-ways off) How do I use this? You need Ghidra installed, with a modern Java Runtime Create a new project, and import swkotor.exe (as purchased from GoG) Open the EXE in Ghidra's code browser When it asks if you want it analyzed, select 'Yes" The default analyzers are fine, technically you could speed this up by stripping out a few unneeded analyzers The analyzers will take several minutes to complete (progress can be tracked in the bottom right) Once the analyzers have run, we can proceed Select "File > Add To Program..." and select the SARIF (or XML) file (download below) The importer will analyze the symbols and apply them to the project You now have a decently labeled/decompiled instance of KotOR 1 Limitations: 99.9% of the functions have been labeled, however there were a few stragglers that I was never able to work out. These will appear as `FUN_<address>` 92.3% of the Data is labeled, with stragglers being named `DAT_address` Data Types are VERY incomplete. The labeled ones consist mostly of frequently used types, and known fields. Unknown fields are marked `field<index>_<offset>` Virtual Function calls are very under labeled (largely due to the difficultly of labeling vtables in Ghidra). Though you can determine the underlying function by applying the offset to the associated Class vtable. Most functions have only automatic variables defined within their decomp. Typing and purpose of underlying variables beyond function names, and parameter types, are left up to inference. Overlapping functions. Certain functions overlap in this compilation, due optimizations within the Visual C++ runtime. As a result some functions such as `GetProperty0x30` are shared by multiple classes, and thus lack a name-space. You can usually work out their purpose by checking the associated data type at that offset. If you used the XML import, you will be missing a lot of typing and Function Class/Namespace info Final Notes: Please feel free to ask me any questions about this effort, or any thing strange you might find within the decomp. I've grown to be quite the kotor expert over the years, and I'd be happy to share any insights. You can reach out to me on Discord @lane_d, I'm in the Kotor Reddit server, as well as the kotor speedrunning server. I will be periodically posting updates to this drive, whenever I get the chance to work on this more. If anyone has any major contributions they'd like to see added, please reach out! I'd be happy to chat. Both the XML and SARIF formats have some limitations, unfortunately they are the best I can do without publicly sharing Bioware intellectual property. If there is something missing from these that you are in need of, please reach out and I can see if I can help you. (Note: I will not be abetting piracy though. Buy the damn game, it goes on sale all the time) Google Drive Link Here
  3. 3 points
    I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
  4. 3 points
    Two demos in one day! In this one I show, kotor 1 working with more than 256 rows in placeables 2DA (something that previously wasn't possible).
  5. 3 points
    (Cross posted from Discord) https://www.youtube.com/watch?v=dAHxy0tlDms A new day, a new Demo. Here I show File I/O working in NWScript. These just pipe into the existing c-standard `fopen`, `fclose`, `fread_s`, and `fwrite_s` functions. This allows for a rudimentary way for scripts to save data to be recalled later.
  6. 2 points
    I recently created a mod that reskins Ulic Qel-Droma's Mesh Suit and made it upgradeable.
  7. 2 points
    Hello everyone I've been a quiet spectator for a bit and am kinda dumb when it comes to modding and was wondering if anyone could bring my favorite head from Kotor 2 to Kotor 1 (apologies if my formatting is incorrect for this kind of post)
  8. 2 points
    Hey Everyone! I finally had some time to finish the robe textures for the modification I realized that the skirt part of the robe needed additional piece of texture so I added it for the Jedi robes textures that were already done (Jedi Consular Robe, Jedi Master Robe, Jedi Padawan Robe). Fixed it + added the gloves texture Next I finished Jedi Guardian Robe. Applied the same collar fix and fix for the skirt part + added the gloves texture Jedi Keeper Robe: This looks maybe a bit off. I think I should check how to apply metallic effect through txi file. Maybe it will help Jedi Sentinel Robe was very easy to work with. I applied only the collar fix and recoloured cuffs Jedi Champion Robe required only collar fix. Similarly, Jedi Watchman Robe needed only the collar fix Next one was Jedi Archivist Robe. Surprisingly the belt part looked good. I added only collar fix and the fix for the skirt Jedi Weapon Master Robe was also easy to fix (added collar fix) And Lastly I finished recolouring the Qel Droma Robe
  9. 2 points
    new dantooine sky and grass for the next patch
  10. 2 points
    Hello there everyone! I didn't post a proper update for a while. To be honest i'm not doing any "insane" progress lately but we keep going forward! The reason of this post is simple, I'm gonna have some (well earned) holidays from November 1st to November 11. I want to organize a long stream showcasing the state of the mod and most of its current content. 2 main goals: Showing the work, and most of all, getting your feedbacks! 🫡 We'll be discussing a lot about where the mod is going, so if you want to provide some ideas, feel free to jump in! I'll be streaming on Friday night, 7 November, on my youtube channel (link: https://www.youtube.com/@zobizobstudio/streams). If you cannot join live no worries, i'll be uploading the entire thing on my channel aswell so you can still reach me in the comments, on Deadlystream or on the dedicated discord channel for the project. @vurt Wow, i've just noticed your message but i've seen your retexture work and it looks amazing! I'd be more than happy to have you on board for some retextures. Atm the only thing is, as I'm using K2's assets or some other modder's assets from Vanilla, i wish the textures to be close to the vanilla art style. If that still interests you we can work on some npcs variations, like their clothings or stuff like that! Especially for aliens. I couldn't post without showcasing some stuff, so here are some of the things i've showcased on discord. A kinrath model that sprays acid The hidden bek bartender: The outcast keldor: Very small showcase for the back alley entrance: Very small showcase for the new back alley module: New way to kill Selven: A new teleporting chadrafan npc concept: All of this is WIP of course Hope to see some people on stream!
  11. 2 points
    The early progress on the patch manager I've been using as well as releases can now be found on GitHub
  12. 2 points
    Seconding a request for Republic Officers pack as well. Would love to see Admiral Dodonna and the other officers looking as good as the soldiers.
  13. 2 points
    some TSL screens (4K, no reshade, just the fog fix)
  14. 2 points
    Hey Everyone! I had some time today to continue with the Robes project Now we have Sith Lord Robe (Had some thought about this, the original texture for this one was no good, so I recoloured the Kavar's Jedi robe texture from Force Fashion) Sith Inquisitor Robe (This one required some tweaks but overall was good) Sith Crusader Robe (this one required only the collar fix. Looks amazing IMHO) Sith Warrior Robe (alas, I had to get rid of the part of the robe below the belt, those belts looked on a texture but on the characters they were not very good) Overall I'm almost done with fitting/retexturing/editing the K2 robe textures for K1 robe model for the sith. Only Sith Marauder and Sith Assassin Robes are left. When I have time I will finish them and I really want to move on to Jedi
  15. 2 points
    I have discovered the problem, this has been caused by the Sleheyron Story Mode mod. I will be commenting the bug report on the Sleheyron mod page shortly.
  16. 2 points
    A small Update Here, guys. I finished upscaling the textures and I had some spare time to check what @Sith Holocron kindly shared with me. Now I'm thinking that it would be nice to have sith apprentices to wear the medallion (the one that they have to have to enter the academy). A bit played with the medallion texture made by @Sith Holocron That's what I have for now (had to make it super small though): PS The insignia image is upside down on the picture because the robe texture is upside down xD So in the game it looks alright
  17. 2 points
    Juhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
  18. 2 points
    Glad to hear, there will probably be some unintended side effects from doing that but I am not sure on the specifics right now. As far as I am aware there is no real issue with the GitHub version, but I haven't really worked on or looked at the project in a couple of months now. I have been busy with another project for the last month or so. This project is still looking for collaborators and or a dedicated team to make sure it is the best it can truly be, I can only do so much alone and I most certainly cannot give it all the love and attention it deserves solo anymore, getting it all this far has taken a lot of work.
  19. 1 point
    I had some time today, I edited existing uti files of the robes: g_a_jedirobe01 — Padawan Tunic - Given in the Jedi Academy g_a_jedirobe02 — Sith Acolyte Tunic - Not placed in the game - Will be present on some sith characters (initiats) g_a_jedirobe03 — Not placed in the game, Ignore g_a_jedirobe04 — Not placed in the game, Ignore g_a_jedirobe05 — Not placed in the game, Ignore g_a_jedirobe06 — Qel-Droma Robe replacement g_a_kghtrobe01 — Jedi Consular Robe: • Kashyyyk, Upper Shadowlands — Jolee Bindo • Korriban, Dreshdae — Dak Vesser g_a_kghtrobe02 — Sith Adept Robe: • Tatooine, Anchorhead — Dark Jedi (ambush). • Kashyyyk, Great Walkway — Dark Jedi (ambush). • Manaan, Sith Base — footlocker. • Korriban, Sith Academy — footlocker. • Star Forge Temple (Main Floor) — Dark Jedi. g_a_kghtrobe03 — Jedi Guardian Robe - will be given to Juhani g_a_kghtrobe04 — Jedi Sentinel Robe: Dantooine Ruins — Nemo’s Remains. g_a_kghtrobe05 — Sith Warrior Robe - Same Dark Jedi Knight spawns/containers as …02 above (color variant of the same placement). g_a_mstrrobe01 — Jedi Knight Robe: • Tatooine, Eastern Dune Sea — Chewed Human Corpse. • Manaan, Hrakert Station — Remains. • Korriban, Sith Academy — footlocker. • Star Forge System, Rakatan Settlement — Wicker Bin. g_a_mstrrobe02 — Sith Lord Robe: • Manaan, Sith Base — Dark Jedi Master. • Star Forge Temple (Main Floor) — Sith Master. • Star Forge Temple Summit — Bastila (DS path). g_a_mstrrobe03 — Not placed Ignored g_a_mstrrobe04 — Not placed Ignored g_a_mstrrobe05 — Sith Marauder Robe: Same Dark Jedi Master / Sith Master / Bastila placements as …02 above (blue variant). g_a_mstrrobe06 — Darth Revan’s Robes, Ignore g_a_mstrrobe07 — Star Forge Robes (Light-only), Ignore Next step is to finish creating utc files for the rest of the robes These additional robes I will add to the characters in accordance with the table I mentioned before and maybe to shops/lockers (if they are not global)
  20. 1 point
    If you mean making a mod that makes the player character speak, then I believe this was attempted before in a thread years ago and the result was either it's impossible to do or it requires a lot of time consuming effort to essentially implement one single line of dialogue that it'd take years to produce a little bit of voiced player dialogue that'd be prone to all sorts of problems and incompatibilities that it's virtually impossible regardless.
  21. 1 point
  22. 1 point
    As Squall has said, there is no launcher for the Steam version. You mean this mod? The K2CP mod? That Community Patch? The K1CP should be installed first for Kotor I mods only, the same does not apply to K2CP - the reason for this will be listed down below. K1CP is to be installed first for Kotor I, followed by RC-K1CP the Kotor I restored content mod for that game. TSLRCM is to be installed first for Kotor II, followed by K2CP assuming you aren't using M4-78EP. The reason TSLRCM is installed first is because it was released first, its installer does not use a combability installer like TSLPatcher or HoloPatcher that'll merge conflicting files together. Instead, TSLRCM's installer just copies all of the files into the right places to install the mod. TSLRCM is massive and it changes a lot of things so it wouldn't be feasible to have a compatibility installer. It both restores cut content and fixes hundreds of bugs. Modern mods get around this by making you, the player, install TSLRCM first and our mods afterwards. We make our mods with the objective of being compatible with TSLRCM and K2CP is no different. You install TSLRCM, you launch the game, and you see if the Kotor II logo has been replaced with a new Kotor II logo that says TSLRCM 1.8.6 in-game. That's how you check on Steam.
  23. 1 point
    I'll send you a private message.
  24. 1 point
    Don't thank me when I haven't even close to finished those Bounty Hunters. But looking forward to your preview!
  25. 1 point
    It already looks quite impressive, but by far my favorite part is your Nar Shadaa skybox. That looks simply phenomenal!
  26. 1 point
    Yes, K1CP includes the fix so you don't have to install the fix if you've already got K1CP installed.
  27. 1 point
    DAMN that does indeed look great. It's amazing having a community that diversified, with people improving the game in itself with that kind of things, while others add retextures, new items, features and options or even quests/story content. @LanguageWriter123 Talking about story content, this cap improvement mod will be a big + for the expansion I'm planning (and already started making), which takes place after we defeated Malak. Being able to level up again will genuinely make it feel like it's part of the game. So thank you for that. @LanguageWriter123 @GearHead Did you ever try messing with the maps ? It's the only thing the high resolution broke that never got fixed, and it's quite sad having the map only taking like a quarter of the screen...
  28. 1 point
    I searched Kotor 2 txi's and only the 1 texture used that water effect. The vanilla texture causes frame stuttering and editing that texture causes crashing.
  29. 1 point
    And a beard, like that Revan face mod ! @vurt needs to make a modernization of it !
  30. 1 point
    It's so good that I borrowed some of the facial features for my own texture for personal use.
  31. 1 point
    i'll check the screens, thanks! yeah, i always use default .txi for all files, if the file for some reason had an alpha when it shouldnt, then there is an issue.
  32. 1 point
    vurt, I downloaded the latest version (0.99a) and I noticed LTS_screen01, LTS_tech01 and LYV_scren01 are still in need of a fix. Also, from what I understand, the reason why some of the textures do have transparency issues depends on the fact that they include a non empty Alpha Channel but not an appropriate .TXI file. Cheers!
  33. 1 point
    Portraits done. unless i missed someone... random player selectable characters
  34. 1 point
    Bastila. Added glow map , obviously doesnt come of good in a screenshot...
  35. 1 point
    Looks like he needs a few sutures.
  36. 1 point
    Yup, should be in your inbox
  37. 1 point
    I'll take a look, likely alpha was added when there should be none. Thanks!
  38. 1 point
    can you give an example of how this looks? I am trying to give the Duros just an envmap, all i get is a slightly transparent head. my .txi for the duros: envmaptexture CM_SpecMap then i have an alpha for the duros texture, with black and white parts. tga2tpc is then used with the .txi in the folder. doesn't work. Thanks! i think i like the contrast because i think its still pretty subtle, i think it might look like skin too otherwise with some black lines painted on. This looks like proper fur with color variations and stripes etc.
  39. 1 point
    I think you've done an excellent work with Juhani. Just a few tweaks could make it perfect also for "compatibility" with human romance. Just removing the whiskers may be good enough, actually. I'd love to test that version. Thanks for all the hard work and support, vurt. PS By the way, could you use Juhani's head model pony tail to fix the braid of your nice Weequay head? Just an idea... PPS I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show.
  40. 1 point
  41. 1 point
    well Reptile is cool. Also i do think many mortal kombat characters could be a good reference for new characters within Kotor Modding Scenes
  42. 1 point
    And did you enable the bumpmapable flag on her meshes?
  43. 1 point
    Hehe, Thanks It is good to be back xD Hey! I really appreciate this! I saw what you did, this is really a fantastic job! I am not sure if I use any of these symbols in the modification (the idea is that the Robe mode and Sith Uniform mod to be compatible with each other). I think I will not change the look of archeologists, though I definitely will change the Sith Students. I will check if I can add the Regiment Insignia on the Robes, maybe small one on the belt or collar. Or maybe even under the belt!
  44. 1 point
    edit: nah. improved it + made the underwear
  45. 1 point
    around 1950 textures are mostly done, gonna go over some of the skyboxes again though, make them 2048x2048 since it just looked quite a lot better.
  46. 1 point
    Some bad news and some good news. The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug. The good news: the update that removed the above restored content replaced it with Shuma the Hutt. Here is how he appears in the pre-release screenshots: Here is how he appears in RC-K1CP: The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma. In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris. Ajuur will now look like this:
  47. 1 point
    So I recently discovered the Holocron Toolset (I'm pretty late to the party I guess) and I've been playing around with it to make some small adjustments to items and NPCs. I would like to know how I can make a completely custom item and have it be able to spawn in a container as a random drop? I'd like to make 3-4 Jedi robes that are lore friendly and could spawn between levels 14-24. I've already learned how to create them (using Crado and Aleema's robes as the base) but need to know how they can be implemented as drops without manually adding them to a container or NPC's inventory.
  48. 1 point
    Excluding the larger fonts, how does your mod differ from Widescreen UI Fix + Improved Widescreen Experience?
  49. 1 point
    Huh, i thought more people would be interested in such mini-mod (especially because of larger fonts - for me even in 2K playing with original is quite annoying. Anyway I am still working on it. i was playing a little yesterday and thought that testing Android UI on PC may be interesting. Unfortunately many things seems to be hardcoded there, not handled via .gui files:
  50. 1 point
    I Do believe there were Jedi Knigths in Kotor and TSL though they wern't mentioned for example in TSL during the Battle of Onderon Vaklu Soldiers keep saying things like " We need reinforcements a Jedi Knight has assaulted our flank" and stuff like that. Also I do believe Juhani was a Jedi Knight as well though I could be mistaken